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Manual:Game Mechanics Abilities
Document Name: ability.doc Version: 3.40 (1997)
Author: Michael Seifert
Document intended for: World Creators
This document describes how the various abilities affect skills and game play for both players and monsters.
Abilities are in the range of [0..199]
Strength determines:
- How hard a character can hit with a weapon (or hand). The strength is basically added to the weapon attack skill and looked up on a table.
- How much weight a character can carry.
Dexterity determines:
- A reduction in the damage when attacked (subtracted from strength / skill of opponent).
- A factor in deciding if a PC successfully uses a shield. 100% factor for NPCs.
- A PC factor in sneaking, hiding and stealing etc.- 100%for NPCs.
- A factor in how much a PC can hold.
Constitution determines:
- How fast hit points are gained.
- How fast Endurance points are gained.
Charisma determines:
- How fast Mana points are regained. Gain rate is relative to the MAG or DIV power of the character.
- Reduction/Increase on prices in standard shops.
- Who is hit by aggressive monsters, not yet decided if this will be people with high or low charisma. It ought to be high, but that would be disadvantageous.
Brain is a combination of Intelligence, Wisdom, Awareness and Perception. Brain Determines:
- A defense factor when spells are cast against you (Exactly like dexterity for warriors).
- A 50% factor for PC's in discovering theft. 100% for NPC's.
- A 50% factor for PC's in discovering sneaking. 100% for NPC's.
- A 50% factor for PC's in discovering hidden. 100% for NPC's.
The Energy from which Magic Users draw their power. Magical Essence determines:
- A 50% factor in power for all magic user spells.
- A 50% factor in success/reduction for all saving versus all spells.
- A "level" limitation for which spells can be learned by PC's.
The contact which is established between the priest and his God.
- A 50% factor in power for all cleric spells.
- A 50% factor in success/reduction for all saving throws versus all spells.
- A "level" limitation for which spells can be learned by PC's.
Hit-point-points are used to buy more hit points. For each HPP bought the characters hit points (HP) is increased by a certain number (which varies according to size of HPP).